I'm glad you think it can be done (freestyle? you mean no extra coding?) in blender.
LOL it'd be pretty funny to have someone fight with an anvil XD dunno what I was thinking.
The artist made ambient occlusion on the R channel of vertex (that's what I was confusing with normal maps, probably because it's displayed as a grayscale texture :p) is what interests me most, this one trick is what takes this game from regular crappy fake celshading to something that can really stand next to hand drawn celshading.
Not sure about the ambient occlusion they store on G channel, self-shadowing tends to help bring volume, for example look at later KOF sprites. XI does it a lot
Vertex normals are adjusted to simplify the light response and eliminate small scale polygonal shadows. Apparently the export from Softimage to UE3 automatically regenerated normals so they had to rewrite it. Faces were adjusted by hands, other parts by transferring normals from proxy objects, with the examples of Sol's pants or character hair in general.
I dont really understand this part but I *think* "simplify the light response and eliminate small scale polygonal shadows" means they're eliminating more micro-self shadowing? this seems smart if it helps create the celshading they did.
The line thickness variation is great (at alpha channel of vertex?), I would've probably exagerated it more. Specially interesting is the part that they map the how much it scales with the camera (green channel of vertex) All sorts of scaling with camera seem very pixel relevant, just like smaller res sprites tend to have bigger heads to fit expressions (that they swap to more super deformed head models on zoom out sems relevant too).
Basically on a lit surface the response will be something like (light color + ambient color) * texture color, while in shadow the response is ambient color * texture color * SSS color, so you can tint the shadows.
Defining shadow color defintively seems useful
what with all our hueshifting and all. I'm just now realizing that the gradient map of this 2dBlender Pixel shader plus this trick for defining shadow color would be really cool, you get two ramps for the shading to go down.
Very much like the Street Fighter 3 faking of ambient lights.
look at how on the lit parts of ibuki and Leo here the darkest tones are orange, while on the darkened parts the darkest tones are a different hue (blue for ibuki purple for Leo)
I'm having a hard time finding the specular stuff that I liked about May's anchor...hm =/ it's probably just what they illustrate with
I-no's image, in wich they use the ILM texture and R is specular intensity, B is specular size. but the way it looks here
really sells me on animeish hilights.
BTW I know what R,G,B and alpha channels are, I have a somewhat vague idea of what vertex shading is, but I have no idea what a vertex texture is, or a control texture or SSS texture is a ILM texture for that matter.
definitively agree about the bones in the face. I think they either had even more swappable heads, or they just deformed the mesh to benefit each predefined shot for the cutscenes, and for regular ingame view just assumed regular sidescroller point of view. kind of like Meindbender does with their stuff.
There's a
rigging demostration of it on vimeo =)
and people have replicated it on blender =)